feedback7 R23-DRAGSNAP: a dragged operator stands on the tile under the pointer while that is a legal target (a board tile or a bench slot: render/drag.js dragStandTile), as in the official deploy drag (the owner's recording of 2026-10-09), and is held under the pointer elsewhere (an illegal tile, the shop bar); the pick, highlight, tileHover, wheel and drop stay the pointer's tile — the report in PR #403 by @bubububaoshe (not merged); §27.62; golden: unchanged

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@@ -158,7 +158,7 @@ npm start # 启动服务器:http://localhost:3000
| 操作 | 方法 |
|---|---|
| 购买 / 升级调度中心 / 机变选卡 | 点一次选中,再点一次确认(`D` 升级) |
| 部署 / 移动干员 | 从整备区拖到棋盘格 → 出现方向轮盘 → 往上 / 右 / 下 / 左滑动选择朝向后松手;松在中心或点「✕ 点击取消」取消。拖动时模型在指针 / 手指下,指针所在的格子就是落点 |
| 部署 / 移动干员 | 从整备区拖到棋盘格 → 出现方向轮盘 → 往上 / 右 / 下 / 左滑动选择朝向后松手;松在中心或点「✕ 点击取消」取消。拖动时指针 / 手指所在的格子就是落点,能放下时模型直接站在这一格上(不能放下时跟在指针下) |
| 调整朝向 | 把干员拖回它自己的格子,再选方向 |
| 出售 / 撤退 / 销毁装备 | 点击单位所在的格子 → 底部按钮「出售 +1」「撤退」;也可以把棋盘上的干员拖回整备区撤退。整备区里的装备与法术只能「销毁」,已配发的装备锁定在干员身上(干员出售或合成精锐时退回整备区) |
| 装备 | 把装备拖到干员所在的格子上(每人 2 件;满了会弹出替换窗口,被替换的一件会被销毁);法术拖到地块上并选方向 |
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@@ -74,7 +74,7 @@
- 从整备区把干员拖到棋盘:近战位 / 远程位高亮为可放置格。**特性写着「可以放置于远程位」的近战干员(钩索师、推击手:歌蕾蒂娅、崖心、见行者,以及自选编队的温蒂)也能放到高台上**,普通和精锐都可以,装什么模组或者不装模组都一样;其他近战干员只能放在地面。站在高台上时照常攻击,但不阻挡敌人。**水里不能部署**:战场#08(涨潮控制)中间的那条水池(深水区)和官方一样拒绝部署,任何干员和召唤物都放不上去;突袭盟约的干员再部署、战术家的援军自动选战术点时也只会落在岸上。松手后出现**方向轮盘**,向上 / 右 / 下 / 左滑动,棋盘上会用橙色条纹预览旋转后的攻击范围,松手确认;松在中心或点「✕ 点击取消」取消。
- 想只改朝向:把干员拖回它自己所在的格子再选方向。朝向会一直保留到下一回合。
- **点选按地上的方格**:点哪个方格就选中站在那个方格上的单位,点空方格不选任何单位(点到后一格干员画出来的头部,算作点了后面那一格)。作战中友方同样按方格;敌人在格子之间走动,点它的身体或脚下附近(0.6 格内)即可,飞行敌人点它的身体。
- 拖动时模型一直在指针 / 手指下(脚在指针下方约半格,鼠标和触屏一样),**指针所在的格子**就是落点并高亮;装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。
- 拖动时**指针 / 手指所在的格子**就是落点并高亮。这一格可以放下(棋盘或整备区)时,干员模型直接站在这一格上,和官方部署一样:手指在格子里移动时模型不动,移到下一个可放下的格子就站到那一格;指针不在可放下的格子上时(例如在商店栏上),模型跟在指针 / 手指下(脚在指针下方约半格)。鼠标和触屏一样。装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。
- 点击干员显示攻击范围和底部按钮(「撤退」回到整备区、「出售 +1」);右键 / 长按查看详细信息。作战中、查看队友的阵地时,点开场上我方干员或召唤物(包括队友的)的详情卡,棋盘上也会画出它**当前的攻击范围**(按它现在的位置、朝向和技能,例如开着扩大攻击范围的技能时就是扩大后的范围),关掉详情卡、拖动或选方向时消失;敌人、整备区和临时整备区里的单位不画。详情卡里:头像旁是盟约,下面第一项就是干员的**特质**(如「休整期结束时 …」),之后是特性、属性、攻击范围、技能、模组、装备、天赋。属性是**实时数值**:作战中每秒刷新 4 次(当前生命、攻击、防御、法抗、攻击间隔、阻挡),休整期显示棋盘上的干员**开战时**的数值(已算入装备、盟约层数、特质、策略与机变效果);高于基础值为绿色、低于为红色并标出差值(攻击间隔变短算增益),鼠标悬停可看基础值。基础值是官方数据在该阶级的等级、技能等级(和精锐的模组)下、按你在「干员调配」里给这名干员设的**潜能和练度**(默认潜能 6、精英阶段2-60级)、0 信赖的数值:潜能加成包括部署费用、再部署时间、攻击力 / 生命 / 防御 / 法抗 / 攻速,以及「天赋效果增强」,召唤物的天赋按召唤者的潜能;练度把攻击、防御、生命上限单独乘上自持有加成(精英阶段2-60级 ×1.1;召唤物不乘)。补位的替补干员和原型干员没有潜能档,也没有自持有加成(0.2.2;0.2.1 是所有干员一律满潜能、没有自持有加成,GitHub #252)。
- **召唤物手动摆放**:把带可部署召唤物的干员放上棋盘后,它的召唤物会进入整备区(赫默的医疗探机、巫恋的诅咒娃娃、凯瑟琳的 2 个支援装置、浊心斯卡蒂的海嗣、伺夜的狼群、缪尔赛思的流形;同一干员的召唤物叠在一格,不占部署位),像干员一样拖到棋盘上并选方向。凯瑟琳的支援装置给**它面朝的那一格**上的干员加屏障,所以要放在干员旁边、朝向干员。**战术家的援军**(伺夜的狼群、缪尔赛思的流形,也就是选战术点)和官方一样**只能放在召唤者的攻击范围内**:拖动时只有这些格子会亮起;之后在原地给战术家换朝向时,不在新攻击范围里的援军会退回整备区(还在范围里的保持不动;整备区和临时整备区都满、援军无处可退时,这次换朝向不生效并提示「整备区已满」)。撤退或出售干员时它的召唤物一起移除;**移动干员到别的格子时(包括把召唤物拖到干员身上交换位置),它已摆放的召唤物会退回整备区**,需要重新摆放。整备区满时退回的召唤物进入临时整备区,休整期结束还没处理的会在下一回合重新回到整备区。
- 作战中:海嗣、狼群、流形、支援装置开战时就在摆放的位置部署;医疗探机、诅咒娃娃开战时也在摆放的位置免费部署一次(持续 10 / 15 秒,和官方一样不需要先开技能),之后所属干员每次发动技能时再次在原位出现;所属干员被击倒、再部署回场时,技能给的那一个如果还没出现,会立刻出现。巫恋退场时诅咒娃娃随之撤退,赫默退场时已出现的医疗探机不受影响。医疗探机、诅咒娃娃、海嗣(以及自选干员的工程蓄水炮、沙地兽、打字机、本能的召唤)这类不会受到攻击、到时间就离场的召唤物不受任何伤害(活性源石也一样)、也不会被治疗,它们的血条就是倒计时:随时间减少,空了就离场。琳琅诗怀雅二技能的香槟炸弹也不会掉血(活性源石和各种伤害都不会)、不会被治疗,不会因为生命值而消失,只在「见面礼」炸到碰到它的第一个地面敌人后消失(维护者 2026-10-08 的决定);隐匿(没有被反隐、也没有被阻挡)或沉睡的敌人选不中,不会触发它。医疗探机、诅咒娃娃、支援装置、海嗣没有摆放就不会出现;狼群、流形(战术家的援军)没有摆放时会在战术点出现。狼群最后一只狼影被击倒后进入战术点形态:暂时离开战斗(不阻挡、不攻击、不会被攻击,格子仍然占着),经过狼影的恢复时间(25 秒)后在原地满血、带着 1 只狼影回来,之后重新开始每 25 秒加 1 只狼影;伺夜退场时狼群随之撤退,伺夜再部署回场时狼群重新带着 2 只狼影出现。
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@@ -22,7 +22,9 @@ view.on('pieceDragStart'|'pieceDrop'|'pieceDragEnd'|'pieceClick'|'pieceHover'|'t
// area 'outside' lets the DOM UI decide: released off the grid or over DOM covering the canvas (the shop bar), mouse
// and touch alike — there is no drag-to-sell, the piece goes back
// the drop target, its highlight and tileHover while dragging = the tile under the POINTER; an item dropped on a
// tile equips the unit standing on it (§18.1)
// tile equips the unit standing on it (§18.1); a dragged unit is drawn standing on that tile while it is a legal
// target — a board tile or a bench slot (render/drag.js dragStandTile), the official deploy drag — and held under
// the pointer elsewhere (DRAG_HOLD_TILES), an item plate on the pointer (§27.62)
view.pieceScreenRect(uid) // the drawn body's rect { left, top, right, bottom, width, height, x, y } (tooltips / overlays)
view.tileScreen(row, col) // { x, y, s, poly } client px of a tile top (direction wheel geometry)
view.holdPiece(uid, {row,col}|null) // keep a dropped piece on a tile while its direction is chosen
@@ -46,7 +48,7 @@ Screens: **Title** (season art backdrop, 开始 → nickname), **Lobby** (独立
A bond the mode never activates (标准: official `inactiveBondIdList`) reads 本局禁用 on shop / reward cards (struck through), detail chips and the popup — no 在场 count, no 当前效果 (§21.7); a strategy built around one carries a 本局禁用 tag and note in the strategy draft and stays selectable (bands.json `bondIds`, §21.26).
Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card, upgrade and 机变 card are two-tap (select → confirm, §18.2) — a tap anywhere on the card, its confirm strip included, is the card's tap (shop cards have no ⓘ corner; the armed bar sits above the detail card; a shop card that cannot be bought right now opens its detail on tap, §20.7); a press / drop goes by the tile under the pointer (§18.1); drag bench↔board — a legal board drop (also onto the piece's own tile) opens the 4-direction deploy wheel (swipe UP/RIGHT/DOWN/LEFT with the rotated range striped orange; release in the centre, ✕ 点击取消 or Esc cancels); tap a unit's tile ⇒ underframe with **出售 +N** (and **撤退** on the board; items/Arts in the hand / temp: **销毁** — equipped items are locked, §6.2) plus its rotated range — the range follows the open detail card (`screens/game/range.js inspectRange`, GitHub PR #281): an own board piece in prep, and in battle or on a scouted board any ally operator / summon on the field with its current range (the live stats' `range` and `dir`, the snapshot's tile), never an enemy or a bench unit (UnitInfo `area` hand / temp); drag, the wheel and the pen hide it; no drag-to-sell; drag an item onto a unit's tile ⇒ equip that unit (both slots used ⇒ the replace dialog `ui/equipReplace.js` shows the incoming and the two equipped items; the player picks the one to replace — it is destroyed — `g.equip replaceUid`; cancel changes nothing); Arts are dropped on a tile and get the direction step; right-click or long-press ⇒ detail (or a tap on a shop card while the bar is locked); keyboard shortcuts — the defaults, which each player rebinds in 设置 → 快捷键 (`ui/gameLogic/shortcuts.js`, saved with the settings; §25.15) — `R` refresh, `F` freeze, `D` level-up, `Q` retreat / `X` sell the selected operator, `Space` ready (in a solo battle: pause / resume, §14 Solo pause); `Esc` closes (fixed); none acts while a text field has the focus or a dialog is open. All actions optimistic-free: UI waits for server state (latency is small).
Interactions (research 09 §1.2 / §5, which supersede the first draft): shop card, upgrade and 机变 card are two-tap (select → confirm, §18.2) — a tap anywhere on the card, its confirm strip included, is the card's tap (shop cards have no ⓘ corner; the armed bar sits above the detail card; a shop card that cannot be bought right now opens its detail on tap, §20.7); a press / drop goes by the tile under the pointer (§18.1); drag bench↔board — over a legal tile the dragged unit stands on it, as in the official deploy drag, held under the pointer elsewhere (§27.62); a legal board drop (also onto the piece's own tile) opens the 4-direction deploy wheel (swipe UP/RIGHT/DOWN/LEFT with the rotated range striped orange; release in the centre, ✕ 点击取消 or Esc cancels); tap a unit's tile ⇒ underframe with **出售 +N** (and **撤退** on the board; items/Arts in the hand / temp: **销毁** — equipped items are locked, §6.2) plus its rotated range — the range follows the open detail card (`screens/game/range.js inspectRange`, GitHub PR #281): an own board piece in prep, and in battle or on a scouted board any ally operator / summon on the field with its current range (the live stats' `range` and `dir`, the snapshot's tile), never an enemy or a bench unit (UnitInfo `area` hand / temp); drag, the wheel and the pen hide it; no drag-to-sell; drag an item onto a unit's tile ⇒ equip that unit (both slots used ⇒ the replace dialog `ui/equipReplace.js` shows the incoming and the two equipped items; the player picks the one to replace — it is destroyed — `g.equip replaceUid`; cancel changes nothing); Arts are dropped on a tile and get the direction step; right-click or long-press ⇒ detail (or a tap on a shop card while the bar is locked); keyboard shortcuts — the defaults, which each player rebinds in 设置 → 快捷键 (`ui/gameLogic/shortcuts.js`, saved with the settings; §25.15) — `R` refresh, `F` freeze, `D` level-up, `Q` retreat / `X` sell the selected operator, `Space` ready (in a solo battle: pause / resume, §14 Solo pause); `Esc` closes (fixed); none acts while a text field has the focus or a dialog is open. All actions optimistic-free: UI waits for server state (latency is small).
Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4; a skill cue that reaches the client before its unit — the sim emits a deploy-tick cast ahead of the unit's `['spawn']` — is held and sounds once when the unit is tracked, `AudioManager.pendingSkill`, GitHub PR #292 by @LimitlessHPPK; entering a field late hands the sound the buffered `spawn` tuples only, `screens/game/early.js audioEarly`, so no old death, deploy or cast replays), boss music in R14/15.
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@@ -18,7 +18,7 @@ the boss bounty payout and the bots' guards → §27.33–§27.35; the battle vi
pull slides, the champagne's bar, closed eyes, late attack clips, the HP-bar readouts, the renderer abort, held skill
cues, atlas refreshes, 梓兰's frost) → §27.36–§27.46; the interface (device tips, the settings button, the shop fold,
spectators, the top-bar capsule, the empty new shop slot) → §27.47–§27.52; voices → §27.53–§27.54; the statistics page
→ §27.55; potential and training (潜能 / 练度) and the 干员调配 list → §27.56–§27.59; the 自选 picker's Esc → §27.60.
→ §27.55; potential and training (潜能 / 练度) and the 干员调配 list → §27.56–§27.59; the 自选 picker's Esc → §27.60; the drag snap → §27.62.
Decisions of the owner, 2026-10-08 (round 22, from community reports, GitHub and research into the official rules):
潜能 and the 自持有 练度 bonus are set per operator in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (official: the account's
@@ -1456,3 +1456,44 @@ Notes for the integrator
- **Tests**: test/ui/diy.e2e.test.js adds the immediate Esc (it fails without the fix). The loadout-battle /
teammate-loadout / loadout browser tests follow §27.57's 干员调配: the row's quick skill / module choices, the default
练度 in the detail card's base ATK (×1.1), the detail back at the top before a click.
### 27.62 A dragged operator stands on the tile it will drop on, as in the official deploy drag (the report in PR #403 by @bubububaoshe — not merged: the pick stays the pointer's tile; the owner's recording of the official game, 2026-10-09) — `render/app.js moveDragVisual`, `render/drag.js dragStandTile`
- **Seen**: while an operator was dragged, the model was held under the pointer — its drawn (lifted) feet
`DRAG_HOLD_TILES` (0.45 tile, §18.1) of its own px per tile below the pointer, solved on the lifted plane (ground +
the 0.3 drag lift) — while the drop target, its highlight, `tileHover` and the direction wheel are the tile under the
pointer. On the prep camera the feet and the shadow landed about 0.7 tile toward the camera: on the tile below the
highlighted one (PR #403's screenshot). Measured on the parent in the mock: the pointer on (9,4) held the model at y
8.46–8.50 (mouse at 1920×1080, finger on the 844×390 phone), on (11,5) at y 9.98–10.50 (1600×900); in the Final
Assault prep about 0.7 tile off its target. PR #403 moved the pick to the feet instead. That breaks the standing rule
(§18.1: the tile under the pointer decides; restated by the owner on #138, §27.49), still misses by about 0.2 tile (it
samples the ground ray, the model is lifted) and fails models.browser #4.1, so the pick stays and only the drawing
changes.
- **Official**: the owner's recording of the official game (2026-10-09; a deploy drag, the gesture 卫戍协议 shares, research
09 §1.2): while an operator is dragged onto the field its model is drawn standing on the tile under the touch point.
It does not float with the finger: the finger moving inside the tile leaves the model where it is, the touch point on
that tile at the model's feet or lower body; that tile is lit (with the attack-range stripes), takes the drop, and the
direction wheel opens on it. Over no deployable tile no model is shown on the field.
- **Now**: `moveDragVisual` asks `dragStandTile(pieceDragMove)`, which returns the drop target while it is LEGAL and on
the board or the bench (`{ row, col, bench }`, board space); the unit's world x / y / z are then set to that tile at
once (no tween between tiles) through `boardWorld` — the point the drop tween goes to, with the Final Assault / Hidden
Core prep transform — and it keeps its drag lift. Otherwise — no target, an illegal tile, a temp slot, its own bench
slot, `'outside'` over the shop bar — it is held under the pointer as before, so the player still sees what they carry
(our pieces start on the bench, unlike the official hand card, so "no model off the field" is not taken). Item plates
are unchanged (centred on the pointer). The pick (`pickBoardTile`), the highlight, `tileHover`, the wheel and the drop
are untouched, and mouse and touch share the path (the phone uses the same tile pick). A drop from the snapped place
has nothing left to slide: the lift drops and the wheel opens on the tile. The DOM fallback field
(`ui/fallbackField.js`: a flat grid, its ghost centred on the pointer, so already on its tile) is unchanged.
- [ASSUMED]: a legal bench slot is stood on like a board tile (the recording shows the field only); the 0.3 drag lift
stays while the unit stands (the recording does not settle a lift that small).
- **Golden**: unchanged (presentation only).
- **Tests**: test/render/drag.test.js (+2: `dragStandTile`'s decisions; a drag through the controller over its stubbed
tile pick, mouse and touch — one tile while the pointer moves inside it, the next legal tile at once, none on an
illegal tile, a temp slot, the own bench slot, the shop bar or off the grid, the drop on the tile stood on, a board
piece on its own tile). test/render/models.browser.test.js #4.1 drag (mouse) and touch (phone): over a legal tile the
unit stands on the pointer's tile (its x / y = the tile, on its top, lifted), at four spots of the tile without moving
on screen, at every step of a second leg (standing on the legal tiles, held under the pointer elsewhere), held under
the pointer / finger over the shop bar, standing on a free bench slot; the wheel on the pointer's tile as before.
test/render/fieldview.browser.test.js: in the Final Assault prep (both halves) the dragged unit stands on its target's
boss-field tile, mirrored on the right. Both browser extensions fail on the parent. test/docs-consistency.test.js (the
code calls `dragStandTile`, DESIGN and PLAYING describe it). Docs: docs/PLAYING.md §4, README.md,
docs/design/client.md §9 / §10, the app.js / drag.js / tune.js comments.
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@@ -44,9 +44,10 @@
// clicks and hover (battleUnitAt), the pen (penUnitAt) — is render/pick.js over the tile under the pointer (groundTile:
// raised tops first); battle enemies, which walk between tiles, by their ground position (flying ones by their drawn
// body; a huge boss also anywhere on its hit area — data/enemies.json `hitArea`, user playtest #5). A dragged piece
// is held under the pointer — a unit with its drawn feet DRAG_HOLD_TILES below it (the pointer on its body), an item
// plate centred on it — and drops on the tile under the pointer (render/drag.js); an item dropped on a unit's tile
// equips that unit.
// drops on the tile under the pointer (render/drag.js). A dragged unit stands on that tile while it is a legal target
// (a board tile or a bench slot: drag.js dragStandTile; the official deploy drag, the owner's recording of 2026-10-09,
// PR #403's report) and is held under the pointer elsewhere — its drawn feet DRAG_HOLD_TILES below it, the pointer on
// its body; an item plate stays centred on the pointer. An item dropped on a unit's tile equips that unit.
// Direction step (ui/facingWheel.js, research 09 §1.2):
// view.tileScreen(row, col) → { x, y, s, poly: [[x,y]×4] } (client px: tile-top centre, px per tile, corners) | null
// view.holdPiece(uid, {row,col} | null) keep a dropped prep piece standing on a tile while its direction is
@@ -119,7 +120,7 @@ import { SnapshotBuffer, frameTime } from './interp.js';
import { TileField } from './tiles.js';
import { UnitView, ItemView, DeviceView, FORMS, syncView } from './units.js';
import { FxSystem, ensureDamageFonts } from './fx.js';
import { createDragController, pieceTile } from './drag.js';
import { createDragController, pieceTile, dragStandTile } from './drag.js';
import { backdropTextures, shadowTexture, refreshTierChips, silhouetteTexture } from './textures.js';
import { TILE_H, TIER_COLORS, COLORS } from './style.js';
import { loadBoardArt } from './boardArt.js';
@@ -1083,23 +1084,33 @@ export async function createFieldView(host, options = {}) {
function moveDragVisual(p) {
if (!dragState) return;
const v = dragState.view;
// held under the pointer: a unit with its drawn (lifted) feet DRAG_HOLD_TILES of its own px per tile below it (the
// scale at the pointer's ground, refined once at the feet), an item plate centred on it; the drop target
// (p.target, highlighted below) is the tile under the pointer
const item = v instanceof ItemView;
const g = cam.unproject(p.x, p.y, 0);
const hold = item ? 0 : DRAG_HOLD_TILES;
const s0 = g ? cam.scaleAt(g.x, g.y, 0) : cam.scale;
const t = pickTile(cam, p.x, p.y + hold * s0, heightAt, tiles.levels);
const z = t ? heightAt(t.row, t.col) : 0;
const up = item ? z : z + (v.lift || 0) + (v.hover || 0);
let w = cam.unproject(p.x, p.y + hold * s0, up);
if (w && hold) w = cam.unproject(p.x, p.y + hold * cam.scaleAt(w.x, w.y, up), up) || w;
if (w) {
v.x = Math.max(-1, Math.min(21, w.x));
v.y = Math.max(-1, Math.min(19, w.y));
v.z = z;
// a unit over a legal drop target — the tile under the pointer, on the board or the bench (render/drag.js
// dragStandTile) — stands on it, lifted, as in the official deploy drag (the owner's recording of 2026-10-09): the
// world point the drop tween goes to (boardWorld, the prep field transform applied), set at once, no tween
const stand = item ? null : dragStandTile(p);
if (stand) {
const w = boardWorld(stand.row, stand.col, stand.bench);
v.x = w.x; v.y = w.y; v.z = w.z;
} else {
// otherwise held under the pointer (the player still sees what they carry): a unit with its drawn (lifted) feet
// DRAG_HOLD_TILES of its own px per tile below it (the scale at the pointer's ground, refined once at the feet), an
// item plate centred on it
const g = cam.unproject(p.x, p.y, 0);
const hold = item ? 0 : DRAG_HOLD_TILES;
const s0 = g ? cam.scaleAt(g.x, g.y, 0) : cam.scale;
const t = pickTile(cam, p.x, p.y + hold * s0, heightAt, tiles.levels);
const z = t ? heightAt(t.row, t.col) : 0;
const up = item ? z : z + (v.lift || 0) + (v.hover || 0);
let w = cam.unproject(p.x, p.y + hold * s0, up);
if (w && hold) w = cam.unproject(p.x, p.y + hold * cam.scaleAt(w.x, w.y, up), up) || w;
if (w) {
v.x = Math.max(-1, Math.min(21, w.x));
v.y = Math.max(-1, Math.min(19, w.y));
v.z = z;
}
}
// the drop target (p.target, highlighted) is the tile under the pointer
if (p.target && p.target.area !== 'temp') {
const r = p.target.area === 'board' ? p.target.row : GEO.HAND_ROW;
const c = p.target.area === 'board' ? p.target.col : p.target.idx;
+3 -2
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@@ -26,8 +26,9 @@ const CHAIN_KINDS = new Set(['chain', 'chainHeal']);
const DROP_PENDING_MS = 1300;
/**
* A dragged unit is held with its drawn feet this many tiles below the pointer — the pointer on its body, the model
* under the finger / mouse (user playtest #4 item 1: as in v2.1; mouse and touch alike). An item plate is centred on it.
* A dragged unit over no legal target is held with its drawn feet this many tiles below the pointer — the pointer on its
* body, the model under the finger / mouse (user playtest #4 item 1: as in v2.1; mouse and touch alike); over a legal
* target it stands on that tile (render/drag.js dragStandTile). An item plate is centred on the pointer.
*/
export const DRAG_HOLD_TILES = 0.45;
+19 -2
View File
@@ -11,8 +11,10 @@
// direction wheel to re-orient it in place (research 09 §1.2 — "drag the unit onto its own tile and swipe").
// Everything is judged at the pointer (user playtest #4 item 1: the ground is drawn as tiles): a press / hover is on the
// piece standing on the tile under it (`hitPiece`, render/pick.js), and while dragging the target, `tileHover` and the
// legality are that tile — an item dropped on a unit's tile goes to that unit; app.js holds the dragged ghost under
// the pointer. A release over DOM UI covering the canvas (the shop bar) is 'outside' (mouse and touch alike).
// legality are that tile — an item dropped on a unit's tile goes to that unit. app.js draws a dragged unit standing on
// that tile while it is a legal target (`dragStandTile`, the official deploy drag) and held under the pointer
// otherwise; an item plate stays on the pointer. A release over DOM UI covering the canvas (the shop bar) is 'outside'
// (mouse and touch alike).
//
// Events emitted through `emit(name, payload)`:
// pieceHover { uid, piece, clientX, clientY } | { uid: null } (mouse/pen hover changes)
@@ -80,6 +82,21 @@ export function resolveDrop(p) {
return { kind: 'drop', target: slot };
}
/**
* The tile a dragged UNIT is drawn standing on, from a `pieceDragMove` payload: the drop target under the pointer while
* it is legal — a board tile, or a bench slot (row HAND_ROW) — as `{ row, col, bench }` in board space; null otherwise
* (no target, an illegal tile, a temp slot, the pointer over DOM UI such as the shop bar): the unit is then held under
* the pointer. As in the official deploy drag (the owner's recording of 2026-10-09) the model stands on the tile the
* finger is on, and moving within that tile leaves it where it is. app.js never snaps an item plate.
*/
export function dragStandTile(move, geo = GEO) {
const t = move && move.legal === true ? move.target : null;
if (!t) return null;
if (t.area === 'board' && Number.isInteger(t.row) && Number.isInteger(t.col)) return { row: t.row, col: t.col, bench: false };
if (t.area === 'hand' && Number.isInteger(t.idx)) return { row: geo.HAND_ROW, col: t.idx, bench: true };
return null;
}
/** Legality via the UI callback (board → (piece,row,col); hand → (piece, HAND_ROW, idx)). Throwing ⇒ illegal. */
export function isLegal(canPlace, piece, slot) {
if (!slot || slot.area === 'temp' || slot.area === 'outside') return false;
+7 -2
View File
@@ -8,7 +8,8 @@
// local art, 标准 = 战场#01 only; user playtest #3 (DESIGN §17): temp overflow kept until the first prep its player can
// act in (never wiped at the round start), the 回环射手 boomerang and 蕾缪安's shells one by one, the live LP, the detail
// card order and the static game data; user playtest #4 (DESIGN §18): picking by the tile under the pointer and the
// dragged model held under it, a single human untimed, the strategy draft's one countdown, 机变 two taps, knocked-out
// dragged model held under it (standing on that tile while it is a legal target, §27.62), a single human untimed, the
// strategy draft's one countdown, 机变 two taps, knocked-out
// operators and the official element gauges, live stats, the shop-only items, skill summons, 炎佑; user playtest #5
// (DESIGN §19): blocking by contact radius, 联防 forced exit, huge-boss hit areas and 自缚, the element pipeline rules,
// boss-field deployment, the phone prep camera — and the normative §3 / §5.1 / §5.5 / §6.1 / §7 lines that changed; user
@@ -294,11 +295,15 @@ test('lost models, live LP, detail card order, static game data (user playtest #
});
test('user playtest #4 (DESIGN §18): picking by tile, timers, 机变 two taps, down / element state, content — code and every doc agree', () => {
// #1 the tile under the pointer; the dragged model held under the pointer (no touch lift, probe or body shapes)
// #1 the tile under the pointer; the dragged model held under the pointer (no touch lift, probe or body shapes) —
// standing on the pointer's tile while that is a legal target (§27.62, the official deploy drag)
assert.equal(ENEMY_REACH, 0.6);
const app = readFileSync(join(ROOT, 'public/js/render/app.js'), 'utf8');
const tune = readFileSync(join(ROOT, 'public/js/render/app/tune.js'), 'utf8');
assert.match(tune, /export const DRAG_HOLD_TILES = 0\.45;/);
assert.match(app, /dragStandTile\(p\)/);
assert.match(DESIGN, /`dragStandTile/);
assert.match(PLAYING, /干员模型直接站在这一格上/);
assert.ok(!/TOUCH_LIFT_TILES|drawnAt|pickShape|pieceDragOver/.test(app), 'no touch lift, pixel probe or body shapes (user playtest #4 item 1)');
assert.match(DESIGN, /`DRAG_HOLD_TILES` = 0\.45 tile/);
assert.match(DESIGN, /`ENEMY_REACH` 0\.6 tile/);
+54 -2
View File
@@ -1,9 +1,10 @@
// test/render/drag.test.js — drop target resolution and the pointer state machine (no DOM, fake timers).
// test/render/drag.test.js — drop target resolution, the pointer state machine (no DOM, fake timers) and the tile a
// dragged unit is drawn standing on (dragStandTile; the harness's 100 px grid stands in for the camera's tile pick).
import { test, describe } from 'node:test';
import assert from 'node:assert/strict';
import { GEO } from '../../shared/constants.js';
import { tileSlot, pieceSlot, pieceTile, resolveDrop, isLegal, sameSlot, createDragController } from '../../public/js/render/drag.js';
import { tileSlot, pieceSlot, pieceTile, resolveDrop, isLegal, sameSlot, createDragController, dragStandTile } from '../../public/js/render/drag.js';
describe('slots & targets', () => {
test('tileSlot classifies hand, temp, board and everything else', () => {
@@ -293,3 +294,54 @@ describe('drag controller', () => {
} finally { console.error = orig; }
});
});
// The official deploy drag (the owner's recording of 2026-10-09; the report in PR #403): the dragged unit is drawn
// standing on the tile under the pointer while that is a legal target, and held under the pointer elsewhere. The tile
// is the drag target itself, so the pick, tileHover, the highlight and the drop stay the pointer's tile.
describe('the tile a dragged unit stands on (dragStandTile)', () => {
test('a legal board tile or bench slot is stood on; an illegal tile, a temp slot, no target hold it under the pointer', () => {
assert.deepEqual(dragStandTile({ target: { area: 'board', row: 10, col: 3 }, legal: true }), { row: 10, col: 3, bench: false });
assert.deepEqual(dragStandTile({ target: { area: 'hand', idx: 6 }, legal: true }), { row: GEO.HAND_ROW, col: 6, bench: true });
assert.equal(dragStandTile({ target: { area: 'board', row: 10, col: 3 }, legal: false }), null, 'an illegal tile');
assert.equal(dragStandTile({ target: { area: 'hand', idx: 6 }, legal: false }), null, 'the own bench slot / an illegal slot');
assert.equal(dragStandTile({ target: { area: 'temp', idx: 1 }, legal: true }), null, 'a temp slot is never a target');
assert.equal(dragStandTile({ target: { area: 'outside', clientX: 1, clientY: 2 }, legal: true }), null);
assert.equal(dragStandTile({ target: null, legal: false }), null, 'off the grid, over the shop bar');
assert.equal(dragStandTile({ target: { area: 'board', row: 10, col: 3 }, legal: 1 }), null, 'legal must be true');
assert.equal(dragStandTile({ target: { area: 'board', row: 9.5, col: 3 }, legal: true }), null);
assert.equal(dragStandTile({ target: { area: 'hand' }, legal: true }), null);
assert.equal(dragStandTile(null), null);
assert.equal(dragStandTile(undefined), null);
assert.deepEqual(dragStandTile({ target: { area: 'hand', idx: 2 }, legal: true }, { HAND_ROW: 3 }), { row: 3, col: 2, bench: true }, 'geo is a parameter');
});
test('over the drag path: one tile while the pointer moves inside it, the next legal tile at once, none where no drop lands (mouse and touch)', () => {
for (const pointerType of ['mouse', 'touch']) {
const h = harness({ domCover: true, canPlace: (p, r, c) => !(r === 11 && c === 4) });
h.c.setEditable(true);
const stand = () => dragStandTile(h.events.filter((e) => e[0] === 'pieceDragMove').pop()[1]);
const at = (x, y) => { h.ev('pointerMove', x, y, { pointerType }); return stand(); };
h.ev('pointerDown', 50, 550, { pointerType });
assert.equal(at(50, 530), null, `${pointerType}: on its own bench slot (no target) it is held under the pointer`);
assert.ok(h.c.dragging);
// the pointer anywhere on (9,4) (x 400–499, y 300–399 in the harness grid): the unit stands on (9,4) the whole time
const inside = [[410, 390], [450, 350], [495, 305], [402, 301]].map(([x, y]) => at(x, y));
assert.deepEqual(inside, Array(4).fill({ row: 9, col: 4, bench: false }), `${pointerType}: moving inside the tile leaves it there`);
assert.deepEqual(at(450, 299), { row: 10, col: 4, bench: false }, `${pointerType}: the next tile takes it at once`);
assert.equal(at(450, 150), null, `${pointerType}: an illegal tile (11,4)`);
assert.equal(at(550, 450), null, `${pointerType}: a temp slot`);
assert.deepEqual(at(250, 550), { row: GEO.HAND_ROW, col: 2, bench: true }, `${pointerType}: another bench slot`);
assert.equal(at(250, 950), null, `${pointerType}: over the shop bar (DOM over the canvas)`);
assert.equal(at(-20, 300), null, `${pointerType}: off the grid`);
assert.deepEqual(at(350, 250), { row: 10, col: 3, bench: false });
h.ev('pointerUp', 350, 250, { pointerType });
assert.deepEqual(h.events.find((e) => e[0] === 'pieceDrop')[1].target, { area: 'board', row: 10, col: 3 }, `${pointerType}: dropped on the tile it stood on`);
// a board piece lifts on its own tile (a legal drop: the direction wheel re-orients it in place)
h.events.length = 0;
h.ev('pointerDown', 450, 250, { pointerType });
assert.deepEqual(at(470, 230), { row: 10, col: 4, bench: false }, `${pointerType}: a board piece stands on its own tile`);
h.ev('pointerUp', 470, 230, { pointerType });
assert.deepEqual(h.events.find((e) => e[0] === 'pieceDrop')[1].target, { area: 'board', row: 10, col: 4 });
}
});
});
+6 -1
View File
@@ -1,7 +1,8 @@
// test/render/fieldview.browser.test.js — field-view features in headless Chrome through the dev demo
// (public/dev/render-demo.html): the enemy preview pen (research 09 §2.2 / 08 §4.2) on the 3D and the 2D board and
// the 0.25 s pan to it and back, the Final Assault prep on the player's half of the boss field (research 09 §1.2:
// drop targets / directions stay in board space, the right half mirrored) with the round's leader on its spawn tile and
// drop targets / directions stay in board space, the right half mirrored; a dragged unit stands on its target's
// boss-field tile) with the round's leader on its spawn tile and
// its red hit tiles beside a range preview (community report #12), damage numbers that never touch, the
// automatic rebuild of a 3D board whose WebGL context was lost, and frame rates on a 4× throttled CPU.
// Screenshots → test/e2e/out/pen-*.png, fa-prep-*.png, fa-leader-*.png, dmgnum-*.png; perf → test/e2e/out/fieldview-perf.json.
@@ -194,6 +195,9 @@ describe('field view features in headless Chrome', { skip }, () => {
await page.mouse.move(cx, cy);
await page.mouse.down();
for (let i = 1; i <= 12; i++) await page.mouse.move(cx + (target.x - cx) * i / 12, cy + (target.y - cy) * i / 12);
// over the legal target the dragged unit stands on it (the official deploy drag): on that board tile's boss-field
// tile, as the drop will place it — row − 7, the column mirrored on the right half
const stood = await page.evaluate((uid) => { const v = window.__demo.view.debug.views.get('p:' + uid); return { x: v.x, y: v.y, lift: v.lift }; }, info.hand.uid);
await page.mouse.up();
await wait(400);
const drops = await page.evaluate(() => window.__drops);
@@ -222,6 +226,7 @@ describe('field view features in headless Chrome', { skip }, () => {
await page.close();
assert.deepEqual(problems, []);
assert.deepEqual(drops[0], { area: 'board', row: target.row, col: target.col }, `drop target in board space: ${JSON.stringify(drops)}`);
assert.deepEqual(stood, { x: side === 'R' ? 20 - target.col : target.col, y: target.row - 7, lift: 0.3 }, 'while dragged over it: standing on the target\'s boss-field tile');
assert.deepEqual(dirs, { a: side === 'R' ? 'LEFT' : 'RIGHT', u: 'UP' });
assert.deepEqual(past, { field: true, wallBelow: null, below: null, wallAbove: true, pen: null, pad: true });
});
+61 -20
View File
@@ -9,11 +9,13 @@
// #4.1 picking by tile ("地上都画好了一个一个方格,点击对应方格就选中那个方格的人物就行"): a press anywhere on a tile — board
// (adjacent rows and columns, high ground), bench, temporary bench — selects the unit on it and an empty tile
// nothing (a press on a unit's head, drawn over the tile behind it, is a press on that tile), in prep and in battle
// (allies by their tile, enemies by their ground position or drawn body); a dragged unit is held under the pointer — its drawn
// feet DRAG_HOLD_TILES below it, the model around it — for a mouse and a finger (phone, 844×390); the drop, its
// tileHover and the direction wheel are the tile under the pointer; equipment dropped on a tile equips the unit
// on it (not the one in front whose head is drawn there); on a phone a release on a bench slot lands there and one
// over the shop bar goes back.
// (allies by their tile, enemies by their ground position or drawn body); a dragged unit stands on the tile under
// the pointer while that is a legal target — wherever the pointer is on the tile, as in the official deploy drag
// (the owner's recording of 2026-10-09; PR #403's report) — and is held under the pointer elsewhere (over the
// shop bar: its drawn feet DRAG_HOLD_TILES below it, the model around it), for a mouse and a finger (phone,
// 844×390); the drop, its tileHover and the direction wheel are the tile under the pointer; equipment dropped on
// a tile equips the unit on it (not the one in front whose head is drawn there); on a phone a release on a bench
// slot lands there and one over the shop bar goes back.
//
// Opt-in (starts Chrome): RENDER_E2E=1 node --test test/render/models.browser.test.js
// Chrome path: $CHROME_PATH or the macOS default. Screenshots → test/e2e/out/models-*.png.
@@ -315,13 +317,23 @@ describe('user playtest #3 items 1 and 7 (mock match, headless Chrome)', { skip
assert.deepEqual(problems, []);
});
/** The dragged view against the pointer (client px): its drawn feet, px per tile, and the Spine model's drawn bounds. */
/** The dragged view against the pointer (client px): its drawn feet, px per tile, and the Spine model's drawn bounds;
* its world point (wx = col, wy = row, wz) and the height of the board tile under it (hz). */
const ghostAt = (page, uid) => page.evaluate((u) => {
const R = globalThis.__SP_VIEW__.raw, cv = R.debug.app.view.getBoundingClientRect(), v = R.debug.views.get('p:' + u);
const b = v.actor && v.spineReady && !v.imp ? v.actor.spine.getBounds() : null;
return { lift: v.lift, x: cv.left + v.screen.x, y: cv.top + v.screen.y, s: v.screen.s, model: b && { x0: cv.left + b.x, y0: cv.top + b.y, x1: cv.left + b.x + b.width, y1: cv.top + b.y + b.height } };
return { lift: v.lift, x: cv.left + v.screen.x, y: cv.top + v.screen.y, s: v.screen.s, model: b && { x0: cv.left + b.x, y0: cv.top + b.y, x1: cv.left + b.x + b.width, y1: cv.top + b.y + b.height },
wx: v.x, wy: v.y, wz: v.z, hz: R.debug.tiles.heightAt(Math.round(v.y), Math.round(v.x)) };
}, uid);
/** The model is under the pointer: its feet DRAG_HOLD_TILES (0.45) below it, the pointer inside its drawn body. */
/** Over a legal target the model stands on the pointer's tile (the official deploy drag): its world point is that
* tile — the tile's top on the board, the bench pad on the bench — and it is lifted. */
const assertStands = (g, [row, col], label) => {
assert.ok(g.lift > 0, `${label}: lifted`);
assert.ok(Math.abs(g.wx - col) < 1e-6 && Math.abs(g.wy - row) < 1e-6, `${label}: stands on (${row},${col}) (at ${g.wx.toFixed(3)},${g.wy.toFixed(3)})`);
if (row !== 7) assert.ok(Math.abs(g.wz - g.hz) < 1e-6, `${label}: on the tile's top (z ${g.wz} vs ${g.hz})`);
else assert.ok(g.wz > 0, `${label}: on the bench pad (z ${g.wz})`);
};
/** Elsewhere the model is under the pointer: its feet DRAG_HOLD_TILES (0.45) below it, the pointer inside its drawn body. */
const assertHeld = (g, ptr, label) => {
assert.ok(g.lift > 0, `${label}: lifted`);
assert.ok(Math.abs(g.x - ptr.x) < 1.5 && Math.abs(g.y - ptr.y - 0.45 * g.s) < 1.5, `${label}: feet 0.45 tile below the pointer (feet ${g.x.toFixed(1)},${g.y.toFixed(1)}, pointer ${ptr.x.toFixed(1)},${ptr.y.toFixed(1)}, s ${g.s.toFixed(1)})`);
@@ -331,7 +343,7 @@ describe('user playtest #3 items 1 and 7 (mock match, headless Chrome)', { skip
}
};
test('#4.1 drag (mouse): the unit is held under the pointer; target, tileHover and the direction wheel are the pointer\'s tile', async () => {
test('#4.1 drag (mouse): the unit stands on the pointer\'s tile over a legal target, held under the pointer elsewhere; target, tileHover and the direction wheel are the pointer\'s tile', async () => {
const { page, problems } = await open('phase=PREP');
const hand = await page.evaluate(() => { const p = globalThis.__MOCK__.S().priv; const i = p.hand.findIndex((x) => x && x.kind === 'chess'); return { uid: p.hand[i].uid, idx: i }; });
await page.evaluate(() => { window.__hover = []; globalThis.__SP_VIEW__.raw.on('tileHover', (t) => window.__hover.push(t && [t.row, t.col])); });
@@ -340,17 +352,46 @@ describe('user playtest #3 items 1 and 7 (mock match, headless Chrome)', { skip
await page.mouse.move(from.x, from.y); await page.mouse.down();
for (let i = 1; i <= 12; i++) { await page.mouse.move(from.x + ((to.x - from.x) * i) / 12, from.y + ((to.y - from.y) * i) / 12); await sleep(16); }
await sleep(150);
assertHeld(await ghostAt(page, hand.uid), to, 'mouse');
const first = await ghostAt(page, hand.uid);
assertStands(first, [9, 4], 'mouse');
assert.deepEqual(await page.evaluate(() => window.__hover.at(-1)), [9, 4], 'tileHover = the tile under the pointer');
await page.screenshot({ path: path.join(OUT, 'models-drag-ghost.png') });
// the whole way: the model stays under the pointer (sampled at every step of a second drag leg)
// the pointer moving about inside the tile leaves the model where it is (the official recording: the finger moves,
// the model stays on its tile)
for (const [u, v] of [[-0.6, -0.3], [0.6, -0.3], [-0.5, 0.7], [0, 0]]) { // (the nearest strip is hidden by row 8: SPOTS)
const pt = await tileSpot(page, 9, 4, u, v);
await page.mouse.move(pt.x, pt.y);
await sleep(40);
const g = await ghostAt(page, hand.uid);
assertStands(g, [9, 4], `mouse at (${u}, ${v}) of the tile`);
assert.ok(Math.abs(g.x - first.x) < 0.5 && Math.abs(g.y - first.y) < 0.5, `mouse at (${u}, ${v}): the model did not move on screen`);
}
// the whole way: on a legal tile the model stands on the pointer's tile, elsewhere it is under the pointer (sampled
// at every step of a second drag leg; the legal tiles are the view's own 'legal' highlight)
const legal = new Set(await page.evaluate(() => globalThis.__SP_VIEW__.raw.debug.tiles.highlights.get('legal').tiles.map(([r, c]) => `${r},${c}`)));
const leg = await tileSpot(page, 10, 5);
const seen = { stands: 0, held: 0 };
for (let i = 1; i <= 6; i++) {
const pt = { x: to.x + ((leg.x - to.x) * i) / 6, y: to.y + ((leg.y - to.y) * i) / 6 };
await page.mouse.move(pt.x, pt.y);
await sleep(40);
assertHeld(await ghostAt(page, hand.uid), pt, `mouse step ${i}`);
const tile = await page.evaluate(() => window.__hover.at(-1));
if (legal.has(`${tile}`)) { seen.stands++; assertStands(await ghostAt(page, hand.uid), tile, `mouse step ${i}`); }
else { seen.held++; assertHeld(await ghostAt(page, hand.uid), pt, `mouse step ${i}`); }
}
assert.ok(seen.stands > 0, `the leg crosses legal tiles (${JSON.stringify(seen)})`);
// over the shop bar (DOM over the canvas: no target) the model is held under the pointer, so the player still sees
// what they carry
const bar = await page.evaluate(() => { const el = [...document.querySelectorAll('.scard')][2], r = el && el.getBoundingClientRect(); return r && { x: r.left + r.width / 2, y: r.top + r.height * 0.3 }; });
assert.ok(bar, 'premise: a shop card');
assert.ok(await page.evaluate((x, y) => !!document.elementFromPoint(x, y)?.closest('.shopbar'), bar.x, bar.y), 'premise: the point is on the shop bar');
await page.mouse.move(bar.x, bar.y, { steps: 6 });
await sleep(60);
assert.equal(await page.evaluate(() => window.__hover.at(-1)), null, 'no tile under the shop bar');
assertHeld(await ghostAt(page, hand.uid), bar, 'mouse over the shop bar');
await page.mouse.move(to.x, to.y, { steps: 6 });
await sleep(60);
assertStands(await ghostAt(page, hand.uid), [9, 4], 'mouse back on (9,4)');
await page.mouse.move(to.x, to.y);
await sleep(60);
await page.mouse.up();
@@ -402,10 +443,10 @@ describe('user playtest #3 items 1 and 7 (mock match, headless Chrome)', { skip
assert.deepEqual(problems, []);
});
// a phone (touch, landscape 844×390): the finger holds the model like the mouse (no lift above the finger); on the
// bench (the lowest canvas row, the shop bar right under it) a release on the slot lands there, one on the shop bar
// goes back
test('#4.1 touch (phone): held under the finger, dropped on the tile under it; a release over the shop bar goes back', async () => {
// a phone (touch, landscape 844×390): the finger drags the model like the mouse — standing on the finger's tile over a
// legal target, under the finger elsewhere (no lift above the finger); on the bench (the lowest canvas row, the shop
// bar right under it) a release on the slot lands there, one on the shop bar goes back
test('#4.1 touch (phone): stands on the finger\'s tile (under the finger over the shop bar), dropped on the tile under it; a release over the shop bar goes back', async () => {
const page = await browser.newPage();
const problems = [];
page.on('pageerror', (e) => problems.push(`pageerror: ${e.message}`));
@@ -436,10 +477,10 @@ describe('user playtest #3 items 1 and 7 (mock match, headless Chrome)', { skip
await page.keyboard.press('Escape');
await sleep(200);
}
// a bench operator onto the board: held under the finger, the wheel on the finger's tile
// a bench operator onto the board: standing on the finger's tile, the wheel on that tile
const hand = await page.evaluate(() => { const p = globalThis.__MOCK__.S().priv; const i = p.hand.findIndex((x) => x && x.kind === 'chess'); return { uid: p.hand[i].uid, idx: i }; });
const to = await tileSpot(page, 9, 4, -0.3, 0.3);
await touchDrag(await tileSpot(page, 7, hand.idx), to, { hold: async () => assertHeld(await ghostAt(page, hand.uid), to, 'touch') });
await touchDrag(await tileSpot(page, 7, hand.idx), to, { hold: async () => assertStands(await ghostAt(page, hand.uid), [9, 4], 'touch') });
await page.waitForSelector('.fwheel__dia', { timeout: 3000 });
const w = await page.evaluate(() => { const r = document.querySelector('.fwheel__dia').getBoundingClientRect(); return { x: r.left + r.width / 2, y: r.top + r.height / 2 }; });
const c = await tileSpot(page, 9, 4);
@@ -457,9 +498,9 @@ describe('user playtest #3 items 1 and 7 (mock match, headless Chrome)', { skip
return null;
}, slot);
assert.ok(bar, 'premise: the shop bar covers the canvas right below the bench slot');
await touchDrag(await tileSpot(page, unit.row, unit.col), bar);
await touchDrag(await tileSpot(page, unit.row, unit.col), bar, { hold: async () => assertHeld(await ghostAt(page, unit.uid), bar, 'touch over the shop bar') });
assert.ok(await page.evaluate((u) => globalThis.__MOCK__.S().priv.board.some((b) => b.uid === u), unit.uid), 'released over the shop bar: back on the board');
await touchDrag(await tileSpot(page, unit.row, unit.col), slot);
await touchDrag(await tileSpot(page, unit.row, unit.col), slot, { hold: async () => assertStands(await ghostAt(page, unit.uid), [7, 5], 'touch on the free bench slot') });
assert.equal(await page.evaluate(() => globalThis.__MOCK__.S().priv.hand[5]?.uid ?? null), unit.uid, 'released on the bench slot: it is there');
await page.screenshot({ path: path.join(OUT, 'models-touch-phone.png') });
await page.close();